You guys have a way to deal with locked doors: the Fighter has an AP ability called Bash.

And yes, if you shut the door on an encounter in the first round, you only get +1 to Rooms Explored (meaning the more rooms you skip, the closer you get to the Boss anyway, and the less loot you have to show for it). That being said, you do still get Bonus Points for skipped rooms, since they count towards the total number of rooms explored.

@Ross: When you get here, check the previous page. Turn #14 is here at long last (sorry if you already saw it, I didn't want you to miss it).

enders_shadow wrote::csi: awesome loot! keep the potion, you're gonna need it more than I will, and I have one alreadygive the claymore to Ross, and take the rapier from him

EDIT: Should I toss the daggers? they're obsolete, as I have a melee weapon that relies on dex..... or should I keep them and hope to sell them later?

I can tell you with certainty that there WILL be at least one shop along this level of the dungeon.

Also, the loot this time turned out oddly in your favor... you guys just became a lot more dangerous. There may be a slightly more Medium Difficulty encounters in your future than normal, since Easy encounters just became Casual encounters for you.

then maybe magic stuff or something? or an item that you come up with? I just think that it would be really cool if killing a boss gave you something you couldn't get anywhere else... but that's probably because I've been watching too many of these. seriously, if you haven't seen these, check them out. this game looks amazing!